![]() ![]() In the diplomatic screen, you’ll see suggestions for actions you can take to improve or worsen your relationship with a given leader. ![]() Mousing over the gold icon, for instance, gives suggestions for how you can generate more income. It shares the elegance of Civ 5’s UI, but has a notable focus on explaining not just what something does, but how you can do it better. Auto-explore was absent from my demo, but it will be in the final version.Įxposing information like this is a good move to make this complex 4X strategy game accessibleThe interface also has some nice touches. However, when Beach attempted to extend that philosophy to the auto-explore feature that sends ships off to automatically uncover the map, after what he called “somewhat fierce internal debate,” Beach conceded that some automation can be a good thing, especially when it comes to exploring all the corners of the ocean. And as someone who at first leaned too heavily on that crutch in Civ 5, I’m glad to see that automation scaled back so that I’m forced to make those decisions instead of putting city development on autopilot.īuilders do their jobs instantly, but burn out quickly. ![]() “Hitting the automate button and then not looking at that unit, there are no interesting decisions at all there.” Firaxis’ guiding principle, as laid down by founder Sid Meier himself, is that games are a series of interesting decisions – so that makes a lot of sense. “To some extent, automation is a sign that your game design is weak,” he says. To some extent, automation is a sign that your game design is weak.What’s more, Firaxis has eliminated the ability to automate Builders’ behavior – and Beach has some strong words about that feature. With charges, they’re not around long, so it’s not worth it.” I can also see these changes making a huge difference when it comes to late-game unit congestion, when Civ 5’s Workers have nothing left to do and are simply idling until you disband them. “Players playing on a high difficulty found that stealing workers from another civ or a city state was a great strategy, because they were around for the rest of the game. “You don’t really want to have someone sitting on a tile for six or eight turns and then have them wake up, and you don’t really remember what they were doing.” Additionally, Beach says the limited uses created balance improvements. “It’s streamlined the game for us in a really good way,” says Lead Designer Ed Beach, explaining the thinking behind the change. Areas that've been explored but lost sight of look hand-drawn. ![]()
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